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Jon 'Jondas' Whittle
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Posts : 11
Join date : 2014-09-08
Age : 27
Location : Faerie Woods

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PostSubject: Stats    Stats      I_icon_minitimeTue Sep 09, 2014 10:49 pm

Stats
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Stats define the many things that characters and non-characters can do in the world. If there's an interaction with the universe, there's a pretty good chance that you have a stat that affects how that interaction might turn out. But don't worry, stats aren't as complicated as they sound. You'll learn here just how easy they can be to keep track of and calculate.

The List: (All stats listed.)

Main Stats

Strength (STR)
- A stat that decides your character's raw power. Affects melee combat and world interactions.

Vitality (VIT) - A stat that decides your character's ability to survive interactions. Affects regeneration rates, poison, and disease resistance.
- Every 2 points of VIT raises regeneration by 0.5. All entities have a base VIT of 2.

Constitution (CON) - A stat that decides your character's overall health. Affects hit points.
- Every point of CON raises HP by 3. All entities have a base CON of 4.

Dexterity (DEX) - A stat that decides the speed of your character's hands. Affects weapon swings, firing rates, crafting, lockpicking, and accuracy.

Agility (AGI) - A stat that decides your character's walking and running speed. Affects travel speed.

Charisma (CHR) - A stat that decides your character's ability to communicate and think. Affects interactions with people and other entities, plus wits.
- All entities have a base CHR of 1.

Luck (LCK) - A stat that has an effect on everything your character does in the world. Affects all interactions.
- All entities have 1 LCK by default. +0.25 LCK per level. Points cannot be put into LCK.

Sub-Stats

Intelligence (Int) - A sub-stat that affects how much mana your character has. Cannot be affected unless character has unlocked some form of magic.
- Every point of Int raises MP by 0.5.

Reputation (REP) - A sub-stat that affects how liked a character is in a certain region. Affected by CHR and apparel.

Armor (Arm) - A sub-stat that affects your character's level of resistance against physical damage.
- Every 5 points of Armor reduces incoming Physical damage by 1.

Shell (Shl) - A sub-stat that affects your character's level of resistance against magical damage.
- Every 5 points of Shell reduces incoming Magical damage by 1.

Critical Strike Chance (PCRIT) - A sub-stat that affects your character's chance of dealing critical damage.
- PCRIT is determined by calculating DEX x0.1 + LCK + Modifiers.

Critical Spell Chance (MCRIT) - A sub-stat that affects your character's chance of applying magic critically.
- MCRIT is determined by calculating INT x0.1 + LCK + Modifiers.

You'll find that all stats can be raised by leveling up, using equipment, consumeables, or receiving bonuses from classes or specializations.
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Blank Stats (Remember to calculate base stats. Players get +12 stats to distribute and Guards get +10 to distribute. Upon leveling up, players can distribute +6 stats among their stat fields. Guards distribute +8 but do not level up regularly.)

HP: 12
MP: 0

STR:
VIT: 2
CON: 4
DEX:
AGI:
CHR: 1
LCK: 1

Int:
Rep:
Arm:
Shl:
PCrit:
MCrit:

Point Addition per Guard Level
Spoiler:

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Now for a breakdown of each stat's specific interactions.

Strength (STR)

STR is the player's way of dealing damage with objects and weapons in the world, as well as the player's way of overpowering opponents and the environment. Strength is generally calculated by observing the player's current STR stat, applying any modifications, and then using that value to interact with what's happening. STR directly affects how much damage the player deals with weapons, and as you may have gussed, a higher STR can mean more damage. How much STR benefits a player correlates directly with the kind of weapon they're using.

Here's an example of how STR is calculated into weapon damage and what weapons get what values from STR.

Fast Weapons (Daggers, Shivs, and other small weapons) only receive +1d for every 10 points of STR, with 1d as a base. (Damage would be 1 Base + 1d bonus per 10 STR.)

Moderate Weapons (Swords, One-Handed Axes, One-Handed Maces, Clubs, and other such weapons) only receive +2d for every 10 points of STR, with 1d as a base.

Slow Weapons (Greatswords, Claymores, War Axes, Warhammers, Large Clubs, Halberds, Spears, and other such weapons) only receive +3d for every 10 points of STR, with 2d as a base.
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Vitality (VIT)

A player's vitality is basically the strength of their body and their immune system. Players with naturally high or modified Vitality will have a better time fighting diseases and poisons, and they will heal faster after being wounded. If a player's VIT isn't high enough to deal with a wound, then that player will need the aide of a healer or a tonic in order to fully recover. Untreated wounds can get infected or the player can bleed out if they don't receive immediate attention.

There are some diseases and poisons that can compromise a player's ability to fight off intruders or heal wounds, reducing their VIT. In cases like these, a healer or a cure is almost always needed in order to ensure that player's good health and safety.

When a player is in combat or performing strenuous activities, the body becomes stressed and they cannot heal as quickly as they would if they were idle. When under stress, a player's VIT is reduced by half and all healing they take while stressed is reduced by 25%. When a player spends time resting comfortably, their VIT receives a x1.25 modifier, increasing their healing rate by 25% and allowing them a fighting chance against mortal wounds and lethal diseases.
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Constitution (CON)

CON is the player's maximum hit points. It shows how much damage a player can take before they're comatose or dead. A player's health can be reduced actively or passively, each of which depending on that player's interactions with the environment. Being wounded by weapons or traps actively redcues a player's health, and opens up the player to passive damage. Passive damage can be caused by bleeding, poison, or disease. If a wound remains open and a player is unable to rest or receive aide, they will continue to bleed until the wound is treated, reducing their health by gradually greater amounts.

As a player loses more blood, or as a disease develops, or as a poison affects more portions of their body, the amount of passive damage they receive will raise exponentially. These values are usually dependent on the situation, but some examples are as follows:

Minor Abrasions would generally not cause bleed damage, but a poisoned or weakened player could bleed for 1 damage.
Minor Cuts would generally bleed for 1 damage. If left untreated for a long period of time, they become a Minor Wound.
Minor Wounds would generally bleed for 2 damage. If left untreated, they become a Moderate Wound.
Moderate Wounds would generally bleed for 3 + 2d damage. If left untreated, they become a Major Wound.
Major Wounds would generally bleed for 4 + 3d damage. If left untreated, they become a Severe Wound.
Severe Wounds would generally bleed for 5 + 4d damage. If left untreated, they become a Massive Wound.
Massive Wounds would generally bleed for 6 + 5d damage. This is the worst category of wound.


Bleeds continue until the player reaches a comatose state, in which they would be forced to rest if their VIT is high enough to save them from dying.

A player is considered fatigued once they are below half of their maximum health points. When a player reaches or goes below 10% of their maximum health, they fall unconscious until treated or healed. Falling to zero hit points results in death. A player must be revived in order to return, otherwise they are gone forever.
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Dexterity (DEX)

DEX is the player's capability to speedily perform actions outside of strenuous physical movement. This is the stat that covers how quickly a player can use their weapon, and is favored by those who specialize in smaller weapons or ranged weapons. Most importantly, it affects how quickly a player can perform their craft or pick locks. Depending on what the player is trying to do, their DEX can be affected quite largely. For example, a warrior wielding a greatsword will likely have a negative DEX modifier as a result of wielding that weapon. On the other hand, a player attempting to wield a dagger may have their DEX raised as a result of being able to attack quickly and freely.

DEX can also be modified depending on the player's classes and specializations, much like the other stats, but more commonly. Clunky gauntlets and heavy weapons tend to reduce DEX, and you might even find that some things in the environment can slow your hands. Outside of melee combat, DEX also affects how quickly a player is able to prep a gun for fire or how quickly they can use a bow. Players with high dexterity can easily fire multiple arrows within a few seconds or load long rifles twice before an opponent reaches them.

In some cases, DEX can be the difference between life and death, especially where STR is involved. Being fast enough to get around that 100 lb. bludgeon before it smashes your skull in is a skill you'll be happy to have.
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Agility (AGI)

While less impacting, AGI is still an important stat for the player. It is the stat that decides how quickly they can run, be it towards or away from opponents. Agility is the stat that goes without rolls, and is based almost entirely on the stat itself. AGI can be reduced by ailments and heavy equipment, and the player with the higher AGI will be able to traverse areas faster than ones with a lower AGI.
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Charisma (CHR)

Charisma is the defining aspect of a player's social ability. A higher charisma makes the player look better to others in the world. Even an ugly man with a high charisma can find his way to his life's goals, and it more importantly means that he's far smarter than he is ugly. CHR is the key to gaining information and solving puzzles in the world. Raising your charisma will allow you to swindle the most stubborn of people, or talk your way out of the most awful situations imaginable. A silver, spear-tipped tongue can be the greatest weapon a man ever needs. It also proves that his wit is far more impressive than his peers.

A high charisma not only equals social status, but brains. Some puzzles, crafts, or interactions will require a high enough amount of CHR to figure out unless the player finds another solution or receives a modifier for that interaction. Some peoples or cultures can passively reduce CHR when a player doesn't fit in or is naturally disliked, making reputation an extremely important aspect of a player's travels. Getting the world to like you is the first step to dominating it with your voice alone. Don't miss out on the opportunities.
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Luck (LCK)

Luck is more or less an arbitrary stat, and you'll often wonder what purpose it will ever serve. Luck often accompanies magical entities, and it can sometimes modify your interactions with the world to be a bit more... lucky. Luck can only be raised by potions, rare jewelries, and special essences you've yet to explore in the dark reaches of the continent. Luck can affect the worth of a player's treasures and many other things about them. You might just find it more useful than all your worldly possessions.
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Sub-Stats Breakdown

Intelligence (Int)

A stat reserved for magical energies.
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Reputation (Rep)

An entity's REP decides how liked they are in a certain region of the world. This can raise or lower depending on a player's Charisma, or simply by the things they wear in a culture that does not accept them. Kept track of by the GM, consistent only by region.
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Armor (Arm)

Armor decides a player's resistance against physical damage. Every 5 points of armor reduces incoming physical damage by 1.
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Shell (Shl)

Shell decides a player's resistance against magical damage. Every 5 points of shell reduces incoming magical damage by 1.
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-END STATS-
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